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Coast nerfs and buffs for next patch

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  • SarmatiannsSarmatianns Registered Users Posts: 4,593
    tank3487 said:

    Pocman said:


    - harkons shots are ap, and are shot twice as fast or more than Gladys, that deals an amazing... 80 ap per shot every 7.3 seconds, while he does 240. Plus, the obvious: he is a freaking melee character with melee stats.

    Her nonAP damage is quite significant to ignore plus it is magic attacks. And 190 range + homing shots are pain, Luthor at least can miss. I actually dislike both. Both are toxic. Both use BS tactics(like killing Skaven cannons with Kurnos and snipe Lord with homing shots from 190 range while net+breath rat ogres, not that different from Nocti playstyle). One has regen other has net. Plus Kurnos vs debuff. And Glady stats(main difference are vs enemy that has magic attacks, cause Forest dragon relies on Phys resist) are not that different to Harkon if you mount her on dragon(and yeah net+breath sweet combo). Luthor is better in a head-on fight, due to debuff, while Glady has better breath and range let her do snipe out of safe distance and she is cheaper. I would have slapped both with nerfs to be fair.
    I would strongly disagree. Glady is certainly excellent, but nowhere near Harkon. Harkon does 3-4 times the amount of AP damage and he shoots while in melee.

    Sure, you could talk about some nerfs for Glady, but comparing her to Harkon... That's... a bold claim, to put it politely.
  • tank3487tank3487 Member Registered Users Posts: 2,283
    edited October 2020
    Pocman said:

    On foot

    No one takes Luthor or Glady on foot. It is pointless to even discuss on foot perfomance. Maybe vs dwarfs, but even with luthor Coast still suck in this matchup.
    Pocman said:


    And you are still crying about range.

    Range are important if you do Lord or Caster snipe. I hate both of them. And i do think that homing arrows on flying mount are kinda BS.
    Btw i had created only 3 topics on this forum.
    1) Was to nerf Larry the queen of OPness.
    2) Was to nerf ammo on Luthor.
    3) Marauders champions GW

    My proposition to nerf ammo on Luthor 2 years ago was shutdown. I even got flagged for my topic about Luthor lol.
  • tank3487tank3487 Member Registered Users Posts: 2,283

    Glady is certainly excellent, but nowhere near Harkon.

    She is same style BS. With sligthly different flavor. That is it. She is as toxic as Luthor. And she is main reason why other WE Lords are rarely picked. Luthor at least fit in theme of Lord focused faction like vampires.
  • Godefroy_de_BouillonGodefroy_de_Bouillon Registered Users Posts: 2,603

    Ranged bats should stay useful, they're real fun and tactical to use.

    I'm sure CA won't severely overnerf Coast, VP have an unusual, interesting, wide and varied roster of fantastic looking units that you often need to combine to make work, I'm sure they can be all be made more viable and fair.

    Personally I find the gun theme excellent, any tone downs in this area can be met with improved close combat, this'll strengthen a wider range of playstyles :smile:

    And for those who are jumping in against VP all the time, try playing VP and realise spears destroy all VP's large and typically slow targets, going wide destroys chaff, most arty easily wins vs VP arty, and dwarf wins 9 times out of ten or more.

    They have
    tank3487 said:

    Glady is certainly excellent, but nowhere near Harkon.

    She is same style BS. With sligthly different flavor. That is it. She is as toxic as Luthor. And she is main reason why other WE Lords are rarely picked. Luthor at least fit in theme of Lord focused faction like vampires.
    Lol no not even close stop defending broken stuff please.
  • blindjonnblindjonn Registered Users Posts: 870
    yst said:

    Let non-elf eat cake~

    This is an amazing line.
  • mightygloinmightygloin Karaz-a-KarakRegistered Users Posts: 4,008
    edited October 2020
    yst said:



    Zomb guns

    Again, one of the most misleading and intentional spreading misinformation on this one.
    Emp gun has 1.8 spread
    Dwf gun has 1.65 spread
    Zomb gun has *drumrolls******* 3.5 spread.
    Unless someone skipped school, thats about double the spread and missing gun shots. Then comes the SLOWER reload speed, SLOWER turn speed, obviously omitted due to extreme bias presumably. Pretty much near 45% slower on emp gun speed alone, completely ignoring the MUCH SLOWER TURN SPEED.

    Not to mention zombies do 17 dmg per shot, where as dwf and emp gun do 22 dmg per shot. A shocking near 30% MORE DMG.

    You forgot the model numbers tho, they have twice more models than Thunderers so this only shows how strong they are. Besides they have extra powder, loose formation and stuff. Handgun zombies at 550g are really more cost effective than their living counterparts and Thunderers already have very good ranged damage output at 700 gold and 60 models.

    https://twwstats.com/unitscards?units=f=0&k=wh2_dlc11_cst_inf_zombie_gunnery_mob_1&r=0&v=2049963969484436867&units=f=0&k=wh2_dlc13_emp_inf_handgunners_imperial_supply&r=0&v=2049963969484436867&units=f=0&k=wh_main_dwf_inf_thunderers_0&r=0&v=2049963969484436867
  • AmonkhetAmonkhet Registered Users Posts: 4,304

    yst said:



    Zomb guns

    Again, one of the most misleading and intentional spreading misinformation on this one.
    Emp gun has 1.8 spread
    Dwf gun has 1.65 spread
    Zomb gun has *drumrolls******* 3.5 spread.
    Unless someone skipped school, thats about double the spread and missing gun shots. Then comes the SLOWER reload speed, SLOWER turn speed, obviously omitted due to extreme bias presumably. Pretty much near 45% slower on emp gun speed alone, completely ignoring the MUCH SLOWER TURN SPEED.

    Not to mention zombies do 17 dmg per shot, where as dwf and emp gun do 22 dmg per shot. A shocking near 30% MORE DMG.

    You forgot the model numbers tho, they have twice more models than Thunderers so this only shows how strong they are. Besides they have extra powder, loose formation and stuff. Handgun zombies at 550g are really more cost effective than their living counterparts and Thunderers already have very good ranged damage output at 700 gold and 60 models.

    https://twwstats.com/unitscards?units=f=0&k=wh2_dlc11_cst_inf_zombie_gunnery_mob_1&r=0&v=2049963969484436867&units=f=0&k=wh2_dlc13_emp_inf_handgunners_imperial_supply&r=0&v=2049963969484436867&units=f=0&k=wh_main_dwf_inf_thunderers_0&r=0&v=2049963969484436867
    They have to be more cost effective. Zombie Pirate Gunnery Mobs w/ Rifles are the *basic* unit for the faction in terms of actually killing anything.

    Now, if Zombie Pirates without guns could be more effective, we could see less Rifle Zombies.
  • Lotus_MoonLotus_Moon Registered Users Posts: 10,515
    Amonkhet said:

    yst said:



    Zomb guns

    Again, one of the most misleading and intentional spreading misinformation on this one.
    Emp gun has 1.8 spread
    Dwf gun has 1.65 spread
    Zomb gun has *drumrolls******* 3.5 spread.
    Unless someone skipped school, thats about double the spread and missing gun shots. Then comes the SLOWER reload speed, SLOWER turn speed, obviously omitted due to extreme bias presumably. Pretty much near 45% slower on emp gun speed alone, completely ignoring the MUCH SLOWER TURN SPEED.

    Not to mention zombies do 17 dmg per shot, where as dwf and emp gun do 22 dmg per shot. A shocking near 30% MORE DMG.

    You forgot the model numbers tho, they have twice more models than Thunderers so this only shows how strong they are. Besides they have extra powder, loose formation and stuff. Handgun zombies at 550g are really more cost effective than their living counterparts and Thunderers already have very good ranged damage output at 700 gold and 60 models.

    https://twwstats.com/unitscards?units=f=0&k=wh2_dlc11_cst_inf_zombie_gunnery_mob_1&r=0&v=2049963969484436867&units=f=0&k=wh2_dlc13_emp_inf_handgunners_imperial_supply&r=0&v=2049963969484436867&units=f=0&k=wh_main_dwf_inf_thunderers_0&r=0&v=2049963969484436867
    They have to be more cost effective. Zombie Pirate Gunnery Mobs w/ Rifles are the *basic* unit for the faction in terms of actually killing anything.

    Now, if Zombie Pirates without guns could be more effective, we could see less Rifle Zombies.
    They still would be at +100g
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